1 00:00:04,120 --> 00:00:07,160 Speaker 1: Get in touch with technology with tech Stuff from how 2 00:00:07,200 --> 00:00:13,880 Speaker 1: stuff Works dot com. Hey there, and welcome to tech Stuff. 3 00:00:13,920 --> 00:00:17,320 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer with 4 00:00:17,480 --> 00:00:19,520 Speaker 1: I Heart Radio and How Stuff Works and I love 5 00:00:19,600 --> 00:00:24,040 Speaker 1: all things tech. And you know what, many video games 6 00:00:24,400 --> 00:00:27,639 Speaker 1: never really rise to a level of notoriety that gets 7 00:00:27,640 --> 00:00:31,600 Speaker 1: them attention outside of gaming circles, you know, into the 8 00:00:31,720 --> 00:00:35,600 Speaker 1: main stream. But once in a while, a video game 9 00:00:35,680 --> 00:00:38,480 Speaker 1: does do that. It manages to burst free of its 10 00:00:38,520 --> 00:00:41,839 Speaker 1: confines and then next thing, you know, everyone knows about it, 11 00:00:41,960 --> 00:00:46,000 Speaker 1: or at least recognizes little elements that are common to 12 00:00:46,120 --> 00:00:50,440 Speaker 1: that video game. So games like Pac Man or Donkey Kong, 13 00:00:50,680 --> 00:00:53,560 Speaker 1: lots of people know about those. Well. Recently, the video 14 00:00:53,600 --> 00:00:57,840 Speaker 1: game Fortnite has managed to do this and burst out 15 00:00:57,880 --> 00:01:02,840 Speaker 1: of those small niche adiences of video gamers. Millions of 16 00:01:02,920 --> 00:01:07,959 Speaker 1: people play Fortnite. Millions of people will watch other people 17 00:01:08,200 --> 00:01:12,240 Speaker 1: play Fortnite, either in tournaments or in live stream sessions 18 00:01:12,240 --> 00:01:15,480 Speaker 1: that sort of thing. There are hundreds of videos of 19 00:01:15,520 --> 00:01:18,800 Speaker 1: people talking about the game or doing some of the 20 00:01:18,880 --> 00:01:22,880 Speaker 1: notable dances that are featured in the game. Epic Games, 21 00:01:23,080 --> 00:01:28,760 Speaker 1: which developed and published Fortnite, made three billion dollars in 22 00:01:28,880 --> 00:01:34,000 Speaker 1: revenue in eighteen, largely because of that game. There are 23 00:01:34,000 --> 00:01:37,240 Speaker 1: a lot of stories about Fortnite, some of which criticize 24 00:01:37,280 --> 00:01:41,320 Speaker 1: how the game seemingly lifts elements from other games and 25 00:01:41,400 --> 00:01:45,760 Speaker 1: pop culture memes without compensation or credit. But where did 26 00:01:45,800 --> 00:01:48,880 Speaker 1: this game come from and how did it become so 27 00:01:49,000 --> 00:01:53,200 Speaker 1: popular so quickly? Well, I'm going to do my best 28 00:01:53,520 --> 00:01:57,480 Speaker 1: not to turn this into an episode that's secretly about 29 00:01:57,560 --> 00:02:02,720 Speaker 1: Epic Games, the company that aches and publishes Fortnite, but 30 00:02:03,000 --> 00:02:04,840 Speaker 1: it would be a good idea to get a quick 31 00:02:04,920 --> 00:02:08,120 Speaker 1: rundown of that studio and what was going on when 32 00:02:08,160 --> 00:02:12,280 Speaker 1: the company first announced development on Fortnite. So here's the 33 00:02:12,440 --> 00:02:15,720 Speaker 1: super quick version of Epic games history. Maybe in the 34 00:02:15,760 --> 00:02:18,720 Speaker 1: future I'll do a full episode about Epic Games and 35 00:02:18,720 --> 00:02:23,920 Speaker 1: will really dive into the details. But back in a 36 00:02:24,000 --> 00:02:28,720 Speaker 1: college student named Tim Sweeney launched a computing consulting business 37 00:02:28,760 --> 00:02:33,800 Speaker 1: called Potomac Computer Systems. It became clear that the business 38 00:02:33,880 --> 00:02:36,960 Speaker 1: was going to require more work and time than Sweeney 39 00:02:37,000 --> 00:02:40,080 Speaker 1: could dedicate to it while also doing his college studies, 40 00:02:40,800 --> 00:02:44,360 Speaker 1: So around that same time he also got interested in 41 00:02:44,440 --> 00:02:49,440 Speaker 1: developing games, and he created a somewhat primitive computer game 42 00:02:49,560 --> 00:02:52,920 Speaker 1: called z z T. It was a simple top down 43 00:02:53,000 --> 00:02:57,240 Speaker 1: computer RPG style game with as key art, and he 44 00:02:57,320 --> 00:03:01,280 Speaker 1: released this game under that Potomac computer or system's company name. 45 00:03:01,480 --> 00:03:05,440 Speaker 1: But Sweeney also released some code that made it possible 46 00:03:05,480 --> 00:03:09,480 Speaker 1: for gamers to take this game and modify it themselves. 47 00:03:09,919 --> 00:03:13,600 Speaker 1: And word quickly spread throughout the old computer bulletin board 48 00:03:13,639 --> 00:03:17,600 Speaker 1: system communities, and the game was a modest hit. It 49 00:03:17,680 --> 00:03:22,280 Speaker 1: actually did fairly well. The success inspired Sweeney to pursue 50 00:03:22,320 --> 00:03:25,920 Speaker 1: game development on a larger scale within the shareware community. 51 00:03:26,400 --> 00:03:29,600 Speaker 1: Shareware is a method of distribution in which a developer 52 00:03:29,840 --> 00:03:33,680 Speaker 1: allows some portion of their work to be distributed freely 53 00:03:33,960 --> 00:03:36,440 Speaker 1: as much as people like. So you can make copies, 54 00:03:36,480 --> 00:03:39,880 Speaker 1: you can give them to your friends, and there's no penalty. 55 00:03:40,040 --> 00:03:44,240 Speaker 1: There's nothing wrong about that. Typically this software has some 56 00:03:44,280 --> 00:03:47,920 Speaker 1: sort of limit built into it, so, for example, a 57 00:03:48,000 --> 00:03:50,800 Speaker 1: shareware game might allow you to play the first level 58 00:03:50,960 --> 00:03:53,600 Speaker 1: of that game for free, but then to get beyond 59 00:03:53,640 --> 00:03:57,560 Speaker 1: this limitation, you would actually have to buy the full game. Well, 60 00:03:59,000 --> 00:04:02,160 Speaker 1: Sweeney set out to create his own shareware company. He 61 00:04:02,240 --> 00:04:05,600 Speaker 1: also decided they needed a better name, and so he 62 00:04:05,680 --> 00:04:09,400 Speaker 1: chose Epic Mega Games, and he later admitted that he 63 00:04:09,480 --> 00:04:12,440 Speaker 1: chose that name, in part because it made people think 64 00:04:12,720 --> 00:04:15,800 Speaker 1: his company was a lot larger than just a single 65 00:04:15,880 --> 00:04:20,120 Speaker 1: person working out of his parents house. Sweeney began to 66 00:04:20,520 --> 00:04:24,280 Speaker 1: form relationships and work with other developers as well, like 67 00:04:24,560 --> 00:04:28,320 Speaker 1: Cliff Blazinski sometimes known as Cliffy B. He was another 68 00:04:28,360 --> 00:04:31,440 Speaker 1: young video game enthusiast who was eager to get into 69 00:04:31,480 --> 00:04:34,320 Speaker 1: that industry. Um he was in high school when he 70 00:04:34,360 --> 00:04:37,960 Speaker 1: first started to right to Sweeney and work with him. 71 00:04:38,560 --> 00:04:41,200 Speaker 1: The company would release several games over the next couple 72 00:04:41,200 --> 00:04:44,520 Speaker 1: of years, including a video pinball game and a game 73 00:04:44,520 --> 00:04:47,800 Speaker 1: called jazz Jack Rabbit that ended up being very popular. 74 00:04:48,160 --> 00:04:52,760 Speaker 1: But things really picked up in Now This was Right 75 00:04:52,800 --> 00:04:56,359 Speaker 1: at the Dawn, a video game graphics cards, three D 76 00:04:56,480 --> 00:05:00,280 Speaker 1: game design, and first person shooters like Castle, Wolfin's Line 77 00:05:00,360 --> 00:05:04,560 Speaker 1: and Doom, both of which were from ID Software. Sweeney 78 00:05:04,600 --> 00:05:07,600 Speaker 1: and his team decided to develop their own game engine 79 00:05:07,800 --> 00:05:10,799 Speaker 1: and three D first person shooter, a game they called 80 00:05:10,839 --> 00:05:15,640 Speaker 1: it Unreal. It was an incredibly ambitious project, and they 81 00:05:15,680 --> 00:05:20,280 Speaker 1: released the game and the game engine in after several 82 00:05:20,360 --> 00:05:24,800 Speaker 1: years of development. The Unreal engine was an industry triumph, 83 00:05:24,960 --> 00:05:29,359 Speaker 1: easily matching up against the more seasoned id's Quake two 84 00:05:29,520 --> 00:05:32,719 Speaker 1: engine and the Unreal Engine would become one of the 85 00:05:32,880 --> 00:05:37,320 Speaker 1: standard game engines used throughout the industry. It's cemented Epic 86 00:05:37,400 --> 00:05:41,200 Speaker 1: Games as a quote unquote real video game company. Epic 87 00:05:41,240 --> 00:05:43,279 Speaker 1: would go on to release games like the Gears of 88 00:05:43,320 --> 00:05:47,680 Speaker 1: War franchise, which was incredibly successful and the company did 89 00:05:47,720 --> 00:05:50,840 Speaker 1: well in the two thousand's. Now this brings us up 90 00:05:50,920 --> 00:05:53,200 Speaker 1: rapidly as we skip over a lot of details to 91 00:05:53,279 --> 00:05:56,280 Speaker 1: two thousand eleven and the start of the story around 92 00:05:56,320 --> 00:06:00,800 Speaker 1: Fortnite itself. In two thousand eleven, Epic is wrapping up 93 00:06:00,800 --> 00:06:04,320 Speaker 1: on its own Epic trilogy, which has since grown beyond 94 00:06:04,600 --> 00:06:09,360 Speaker 1: three games, and the company was really celebrating they had 95 00:06:09,440 --> 00:06:13,039 Speaker 1: just finished Gears of War three. The first Gears of 96 00:06:13,040 --> 00:06:15,320 Speaker 1: War game was for the Xbox three sixty back in 97 00:06:15,360 --> 00:06:18,200 Speaker 1: two thousand six. Gears of War two followed in two 98 00:06:18,240 --> 00:06:21,159 Speaker 1: thousand eight, and Gears of War three finally came out 99 00:06:21,200 --> 00:06:24,400 Speaker 1: in two thousand eleven. The trilogy follows a human military 100 00:06:24,440 --> 00:06:27,320 Speaker 1: force fighting off an alien invasion and centers around a 101 00:06:27,320 --> 00:06:32,279 Speaker 1: protagonist named Marcus Phoenix, and Part three wrapped up Phoenix's storyline, 102 00:06:32,320 --> 00:06:34,440 Speaker 1: and so in order to create a sense of closure 103 00:06:34,440 --> 00:06:38,359 Speaker 1: and transition, the company held a game jam now, a 104 00:06:38,400 --> 00:06:42,039 Speaker 1: game jam is like a hackathon. Developers team up with 105 00:06:42,080 --> 00:06:44,720 Speaker 1: each other. Sometimes they work with people that they've never 106 00:06:44,760 --> 00:06:48,360 Speaker 1: worked with directly before. Sometimes they'll take on new roles 107 00:06:48,520 --> 00:06:50,600 Speaker 1: on the team that they normally wouldn't on a project, 108 00:06:50,640 --> 00:06:53,400 Speaker 1: So a programmer might become the art director for a 109 00:06:53,440 --> 00:06:56,480 Speaker 1: game jam. Their goal is just to create a fun 110 00:06:56,600 --> 00:06:59,000 Speaker 1: game within a certain amount of time, such as forty 111 00:06:59,080 --> 00:07:01,480 Speaker 1: eight or seventy two hours. They have to come up 112 00:07:01,520 --> 00:07:05,080 Speaker 1: with a concept developed the gameplay, the mechanics, the art, 113 00:07:05,120 --> 00:07:08,320 Speaker 1: the music, everything else, and then they show it off 114 00:07:08,320 --> 00:07:11,840 Speaker 1: to each other and it helps inspire creativity and outside 115 00:07:11,840 --> 00:07:14,640 Speaker 1: the box thinking and gives developers a chance to experiment. 116 00:07:15,240 --> 00:07:18,800 Speaker 1: Sometimes it can create the earliest version of a future game. 117 00:07:19,360 --> 00:07:22,360 Speaker 1: A short time after this game jam, some of the 118 00:07:22,400 --> 00:07:25,760 Speaker 1: Epic team began talking about a possible future game that 119 00:07:25,840 --> 00:07:31,200 Speaker 1: would become Fortnite. The Fortnite itself wasn't actually spawned directly 120 00:07:31,520 --> 00:07:34,000 Speaker 1: from the game jam. It wasn't one of the games 121 00:07:34,000 --> 00:07:38,480 Speaker 1: developed during that uh that that project, but the experience 122 00:07:38,520 --> 00:07:41,200 Speaker 1: of the game jam lad the team to talk about 123 00:07:41,360 --> 00:07:45,800 Speaker 1: possibilities now. The team imagined a game in which players 124 00:07:45,800 --> 00:07:49,800 Speaker 1: would control a human survivor of a zombie apocalypse, and 125 00:07:49,840 --> 00:07:52,280 Speaker 1: this would be a multiplayer game, so they could team 126 00:07:52,360 --> 00:07:55,560 Speaker 1: up with other players and increase their odds of survival. 127 00:07:56,080 --> 00:07:59,560 Speaker 1: They would traverse a world ruined by this apocalypse, and 128 00:07:59,560 --> 00:08:03,160 Speaker 1: they would other resources, scavenging and harvesting them from stuff 129 00:08:03,200 --> 00:08:07,160 Speaker 1: like trees or rocks or houses or whatever. Then they 130 00:08:07,160 --> 00:08:10,680 Speaker 1: could use that material to construct bases to protect themselves 131 00:08:10,720 --> 00:08:13,960 Speaker 1: from zombie hordes which would spawn at night. It was 132 00:08:14,000 --> 00:08:17,560 Speaker 1: sort of combining elements of several other games that already existed, 133 00:08:17,600 --> 00:08:21,320 Speaker 1: stuff like Minecraft and Left for Dead. Producers have also 134 00:08:21,360 --> 00:08:24,920 Speaker 1: cited the game Terraria as one of the big influences 135 00:08:24,960 --> 00:08:27,680 Speaker 1: in their early development. The goal was to create a 136 00:08:27,760 --> 00:08:31,040 Speaker 1: survival building game and marry it to a third person 137 00:08:31,320 --> 00:08:34,280 Speaker 1: or a first person shooter game, and make sure that 138 00:08:34,320 --> 00:08:38,160 Speaker 1: both of those elements were designed well and fun to play. 139 00:08:38,559 --> 00:08:41,240 Speaker 1: The view of the team was that most games, generally 140 00:08:41,360 --> 00:08:44,280 Speaker 1: in that space, we're good at one thing but not 141 00:08:44,520 --> 00:08:47,600 Speaker 1: the other thing. So building games were really good at building, 142 00:08:47,679 --> 00:08:50,480 Speaker 1: but weren't so great at combat. Combat games were great 143 00:08:50,520 --> 00:08:53,120 Speaker 1: at combat but not so good at building. They wanted 144 00:08:53,160 --> 00:08:56,600 Speaker 1: the best of both. Now, there's no definitive source that 145 00:08:56,679 --> 00:09:00,800 Speaker 1: I could find about when Fortnite became an ef shoal project, 146 00:09:01,000 --> 00:09:04,079 Speaker 1: but it sounds like there were serious discussions around this 147 00:09:04,240 --> 00:09:10,319 Speaker 1: idea starting sometime in August two eleven. Initially, the thought 148 00:09:10,440 --> 00:09:13,280 Speaker 1: was to create a game with a dark, gritty tone, 149 00:09:13,679 --> 00:09:17,840 Speaker 1: really you know, kind of of of foreboding art style, 150 00:09:18,000 --> 00:09:20,120 Speaker 1: But the team decided that they wanted something that would 151 00:09:20,120 --> 00:09:23,079 Speaker 1: come across more timeless, not to mention, a style that 152 00:09:23,120 --> 00:09:26,319 Speaker 1: wouldn't put as heavy a strain on computer processing power 153 00:09:26,720 --> 00:09:29,679 Speaker 1: or development time. If you make it more realistic, you've 154 00:09:29,679 --> 00:09:31,840 Speaker 1: got to figure all that stuff out, so they opted 155 00:09:31,880 --> 00:09:36,800 Speaker 1: for a brighter, more cartoonish approach. The name Fortnite came 156 00:09:36,840 --> 00:09:39,800 Speaker 1: out of an email thread where they were just debating 157 00:09:39,800 --> 00:09:42,360 Speaker 1: on what they should name this game. Since the goal 158 00:09:42,480 --> 00:09:45,400 Speaker 1: was to survive a zombie attack each night by building 159 00:09:45,400 --> 00:09:49,920 Speaker 1: a protective base. Someone suggested Fortnight as a possibility, and 160 00:09:50,000 --> 00:09:54,320 Speaker 1: it clicked, and they decided to announce the game just 161 00:09:54,559 --> 00:09:57,440 Speaker 1: a few months later after they had decided to actually 162 00:09:57,440 --> 00:10:00,240 Speaker 1: make it. This would be in December two thou eleven, 163 00:10:00,320 --> 00:10:03,560 Speaker 1: at the Video Game Awards show on on Spike TV. 164 00:10:04,200 --> 00:10:06,880 Speaker 1: Well at that point, the team had only been actively 165 00:10:06,960 --> 00:10:10,320 Speaker 1: working on the game development for three weeks. There was 166 00:10:10,360 --> 00:10:15,400 Speaker 1: no game yet. Cliff Blazynski, now the design director at Epic, 167 00:10:15,720 --> 00:10:18,680 Speaker 1: took the stage for the reveal. The announcement included a 168 00:10:18,800 --> 00:10:21,720 Speaker 1: video showing off the idea for this game, with characters 169 00:10:21,800 --> 00:10:24,440 Speaker 1: rushing into a town to scavenge, then heading back to 170 00:10:24,480 --> 00:10:27,000 Speaker 1: build a tower base just before a group of zombies 171 00:10:27,000 --> 00:10:30,680 Speaker 1: would attack. The whole thing was a cinematic It was 172 00:10:30,720 --> 00:10:33,800 Speaker 1: not gameplay. There was no game to show off at 173 00:10:33,840 --> 00:10:36,679 Speaker 1: that point. It was just the idea for a game. 174 00:10:37,280 --> 00:10:41,280 Speaker 1: A year later, Epic would be a very different company. 175 00:10:41,360 --> 00:10:44,760 Speaker 1: A three thirty million dollar investment would hand over a 176 00:10:44,840 --> 00:10:49,560 Speaker 1: significant but technically minority stake of ownership of the company 177 00:10:49,600 --> 00:10:53,280 Speaker 1: to a Chinese conglomerate. Game designer and self promoter. Cliff 178 00:10:53,280 --> 00:10:56,400 Speaker 1: Blazynski would leave the company, and the Fortnite game would 179 00:10:56,440 --> 00:10:59,720 Speaker 1: undergo some changes early in its development. I'll explain more 180 00:10:59,760 --> 00:11:02,160 Speaker 1: into the second, but first, let's take a quick break 181 00:11:02,320 --> 00:11:13,360 Speaker 1: to thank our sponsor. Okay, time for a quick check 182 00:11:13,440 --> 00:11:17,280 Speaker 1: in with Epic Games. Circa mid two thousand and twelve, 183 00:11:17,880 --> 00:11:22,000 Speaker 1: Fortnite was now well and truly in development, and the 184 00:11:22,040 --> 00:11:26,120 Speaker 1: company projected a release date sometime in two thousand thirteen. 185 00:11:26,640 --> 00:11:29,280 Speaker 1: The public knew about the game thanks to those two 186 00:11:29,280 --> 00:11:34,640 Speaker 1: thousand eleven Video Game Awards announcements, and Cliff Lazynski was frustrated. 187 00:11:35,160 --> 00:11:37,800 Speaker 1: He was finding it difficult to convince people that his 188 00:11:37,920 --> 00:11:42,520 Speaker 1: ideas for new games were viable. And then you have 189 00:11:42,760 --> 00:11:47,360 Speaker 1: a Chinese company called Tencent Holdings Limited make a huge 190 00:11:47,480 --> 00:11:52,120 Speaker 1: deal that Epic just couldn't refuse. Ten Cent, and a 191 00:11:52,200 --> 00:11:55,440 Speaker 1: press release on Epic Games as website was described as 192 00:11:55,559 --> 00:11:59,960 Speaker 1: quote a leading provider of Internet and mobile and telecom 193 00:12:00,040 --> 00:12:05,360 Speaker 1: munications value added services in China end quote. Today it's 194 00:12:05,400 --> 00:12:09,280 Speaker 1: the world's largest gaming company, as well as a contender 195 00:12:09,600 --> 00:12:12,440 Speaker 1: for one of the top social media companies in the world. 196 00:12:13,080 --> 00:12:17,000 Speaker 1: Since its founding in it has had a long history 197 00:12:17,080 --> 00:12:20,640 Speaker 1: of investing in other companies. It's much better known in 198 00:12:20,760 --> 00:12:23,360 Speaker 1: China that is in the United States. But trust me, 199 00:12:23,640 --> 00:12:27,080 Speaker 1: this company is a huge deal. It was during this 200 00:12:27,200 --> 00:12:32,120 Speaker 1: time that several important people left Epic Games, among them 201 00:12:32,240 --> 00:12:36,319 Speaker 1: producer Rod Ferguson. He left Epic to go work on 202 00:12:36,520 --> 00:12:41,480 Speaker 1: a game called BioShock Infinite with Irrational Games, and Cliff Blazynski, 203 00:12:41,880 --> 00:12:44,920 Speaker 1: who felt he had hit this creative roadblock at Epic 204 00:12:45,240 --> 00:12:47,360 Speaker 1: and he wanted to try his hand at creating his 205 00:12:47,440 --> 00:12:52,200 Speaker 1: own studio. That story is a pretty fascinating one in 206 00:12:52,280 --> 00:12:54,240 Speaker 1: its own right, and someday I'm going to have to 207 00:12:54,240 --> 00:12:58,600 Speaker 1: talk about his experiences and what happened, because it was 208 00:12:59,240 --> 00:13:03,719 Speaker 1: one of those tragic stories of failure in tech that 209 00:13:05,000 --> 00:13:09,920 Speaker 1: I think still sting a lot of people to this day. Anyway, 210 00:13:09,920 --> 00:13:13,120 Speaker 1: their departures gave the gaming community concern about the future 211 00:13:13,120 --> 00:13:18,160 Speaker 1: of Fortnite. Everyone identified these guys as being leaders. This 212 00:13:18,240 --> 00:13:21,839 Speaker 1: was in a time when some game developers were very 213 00:13:21,920 --> 00:13:26,680 Speaker 1: public figures like Cliffy B, and they were sometimes known 214 00:13:26,679 --> 00:13:30,520 Speaker 1: for living like rock stars. Cliffy B certainly embrace that 215 00:13:30,600 --> 00:13:35,280 Speaker 1: lifestyle and that portrayal, so a lot of people thought, well, 216 00:13:35,280 --> 00:13:38,240 Speaker 1: without them there, what's going to happen to this game? 217 00:13:38,720 --> 00:13:41,680 Speaker 1: Who is still at Epic Games that can help this 218 00:13:42,040 --> 00:13:44,800 Speaker 1: project stay on track? Now, I think this is one 219 00:13:44,840 --> 00:13:48,400 Speaker 1: of the big problems with the cult of personality mentality 220 00:13:48,600 --> 00:13:51,240 Speaker 1: in general, not just for video games but for everything, 221 00:13:51,280 --> 00:13:54,600 Speaker 1: because it tends to put all the focus on one 222 00:13:54,720 --> 00:13:57,880 Speaker 1: or two rock stars, and it ignores the hard work 223 00:13:57,960 --> 00:14:02,000 Speaker 1: and contributions of countless people who makes stuff possible. And 224 00:14:02,880 --> 00:14:07,560 Speaker 1: so typically this means we have a unrealistic view of 225 00:14:07,600 --> 00:14:11,080 Speaker 1: what's happening the people who are rock stars are in 226 00:14:11,200 --> 00:14:14,080 Speaker 1: fact remarkable. For the most part, they are talented people 227 00:14:14,160 --> 00:14:16,520 Speaker 1: who do a lot of work. But it still does 228 00:14:16,600 --> 00:14:19,360 Speaker 1: the rest of the team a disservice to assume that 229 00:14:19,560 --> 00:14:23,440 Speaker 1: if someone person leaves, the whole project's going to fall apart. Still, 230 00:14:24,280 --> 00:14:27,160 Speaker 1: the departures were definitely an issue that the game development 231 00:14:27,160 --> 00:14:31,640 Speaker 1: team had to take into account. Meanwhile, the three thirty 232 00:14:31,800 --> 00:14:36,440 Speaker 1: million dollars that ten Cent provided to Epic gave them 233 00:14:36,520 --> 00:14:39,120 Speaker 1: plenty of safety net for what the company planned to 234 00:14:39,160 --> 00:14:43,480 Speaker 1: do next. While still developing games, Epic prepared to make 235 00:14:43,560 --> 00:14:47,040 Speaker 1: a big shift in how it generated revenue. One of 236 00:14:47,040 --> 00:14:50,720 Speaker 1: the most lucrative assets the company had was its Unreal 237 00:14:50,880 --> 00:14:54,600 Speaker 1: Games Engine, which many other developers would rely upon when 238 00:14:54,640 --> 00:14:58,360 Speaker 1: they were building out their own games. Traditionally, a company 239 00:14:58,400 --> 00:15:01,320 Speaker 1: would have to pay a subscribe shin fee for the 240 00:15:01,440 --> 00:15:05,520 Speaker 1: use of the Unreal Engine. Epic released Unreal Engine four 241 00:15:05,800 --> 00:15:09,360 Speaker 1: in March two thousand fourteen, and a year later, Epic 242 00:15:09,440 --> 00:15:12,240 Speaker 1: made it free to download. The plan was to step 243 00:15:12,280 --> 00:15:15,360 Speaker 1: away from focusing only on triple A titles from big 244 00:15:15,360 --> 00:15:19,640 Speaker 1: publishers and to leverage the growing community of smaller developers. 245 00:15:20,080 --> 00:15:23,880 Speaker 1: The new revenue generating strategy was a royalties agreement, so 246 00:15:23,920 --> 00:15:27,840 Speaker 1: instead of a set monthly subscription fee, companies would pay 247 00:15:27,840 --> 00:15:32,000 Speaker 1: out five percent of royalties for any commercial application of 248 00:15:32,040 --> 00:15:35,440 Speaker 1: the Unreal game engine that earned more than three thousand 249 00:15:35,440 --> 00:15:38,960 Speaker 1: dollars per quarter. So if your project didn't earn at 250 00:15:39,040 --> 00:15:42,720 Speaker 1: least three thousand dollars per quarter, you weren't charging anything. 251 00:15:43,640 --> 00:15:45,720 Speaker 1: This was part of a major shift in the video 252 00:15:45,760 --> 00:15:50,120 Speaker 1: game industry as a whole. Back to Fortnite, it didn't 253 00:15:50,160 --> 00:15:53,880 Speaker 1: take long into the development process for the designers to 254 00:15:53,920 --> 00:15:56,480 Speaker 1: realize that they needed more elements to make the game 255 00:15:56,680 --> 00:15:59,880 Speaker 1: they wanted to create. Originally, they thought about making a 256 00:16:00,000 --> 00:16:03,880 Speaker 1: building game and releasing it super fast, But while testing 257 00:16:03,920 --> 00:16:06,160 Speaker 1: and building the game, they realized that they needed some 258 00:16:06,200 --> 00:16:09,440 Speaker 1: more components to make the game fun. To play an 259 00:16:09,440 --> 00:16:12,080 Speaker 1: important element in any video game, As it turns out, 260 00:16:12,560 --> 00:16:16,120 Speaker 1: some people tend to forget that. During the development process, 261 00:16:16,920 --> 00:16:19,680 Speaker 1: they decided they needed some stuff like progression, in which 262 00:16:19,720 --> 00:16:23,120 Speaker 1: players are rewarded for doing well in the game, maybe 263 00:16:23,240 --> 00:16:28,560 Speaker 1: a skill tree, or being able to improve items and equipment. 264 00:16:29,320 --> 00:16:31,960 Speaker 1: The game had a sort of RPG component to it, 265 00:16:32,040 --> 00:16:34,320 Speaker 1: and so the company began to seek out developers who 266 00:16:34,400 --> 00:16:37,359 Speaker 1: had worked in that space because they didn't have expertise 267 00:16:37,360 --> 00:16:40,600 Speaker 1: in RPGs and they wanted to find people who could 268 00:16:40,600 --> 00:16:44,280 Speaker 1: contribute to the game's development. With that in mind, and 269 00:16:44,320 --> 00:16:47,520 Speaker 1: the release of Unreal Engine four changed things for the 270 00:16:47,640 --> 00:16:51,280 Speaker 1: development team as well. Initially they had been using Unreal 271 00:16:51,320 --> 00:16:54,920 Speaker 1: Engine three. They chose to abandon that and go with 272 00:16:55,000 --> 00:16:57,760 Speaker 1: the latest version of the game engine, which meant some 273 00:16:57,840 --> 00:17:00,280 Speaker 1: of that early work needed to go as well. They 274 00:17:00,280 --> 00:17:03,000 Speaker 1: had borrowed a lot of assets from a lot of 275 00:17:03,040 --> 00:17:06,520 Speaker 1: their earlier games games like the Gears of War franchise, 276 00:17:06,680 --> 00:17:10,280 Speaker 1: while all of that needed to be tossed aside, they 277 00:17:10,320 --> 00:17:13,359 Speaker 1: had to redevelop things. All of this meant the game 278 00:17:13,400 --> 00:17:16,640 Speaker 1: was taking longer to finish than the team had initially planned. 279 00:17:17,240 --> 00:17:19,679 Speaker 1: One of the big game elements that emerged during this 280 00:17:19,760 --> 00:17:24,359 Speaker 1: turmoil was the actual building mechanic in the game. Initially, 281 00:17:24,680 --> 00:17:27,440 Speaker 1: the idea was that building structures in the game should 282 00:17:27,480 --> 00:17:31,840 Speaker 1: include some sort of mini game or extended activity, such 283 00:17:31,880 --> 00:17:34,919 Speaker 1: as maybe just standing in place and holding down a 284 00:17:34,920 --> 00:17:37,920 Speaker 1: button as the structure goes up. So imagine that you're 285 00:17:37,920 --> 00:17:41,400 Speaker 1: trying to build a wall, and you start, you pick 286 00:17:41,480 --> 00:17:45,200 Speaker 1: the wall from your list of options, and you see 287 00:17:45,200 --> 00:17:47,720 Speaker 1: an outline on your screen, you place the outline where 288 00:17:47,760 --> 00:17:49,679 Speaker 1: you want to go, and then you hold down a 289 00:17:49,680 --> 00:17:53,399 Speaker 1: button while this wall starts to assemble. The team figured 290 00:17:53,400 --> 00:17:57,080 Speaker 1: out this wasn't very much fun and it was antithetical 291 00:17:57,160 --> 00:17:59,199 Speaker 1: to the fast pace of a shooter. If you have 292 00:17:59,280 --> 00:18:02,960 Speaker 1: a fast action game, you can't have your back turned 293 00:18:03,040 --> 00:18:05,600 Speaker 1: to all the action and try to build a wall. 294 00:18:05,920 --> 00:18:08,639 Speaker 1: So the decision was made that game characters would have 295 00:18:08,680 --> 00:18:12,480 Speaker 1: schematics that would allow them to build certain structures, and 296 00:18:12,760 --> 00:18:14,879 Speaker 1: all they would have to do is select the appropriate 297 00:18:14,920 --> 00:18:18,719 Speaker 1: schematic and the location for the build, and then hit 298 00:18:18,760 --> 00:18:21,320 Speaker 1: a button and that was it. It would just build itself. 299 00:18:21,680 --> 00:18:25,320 Speaker 1: The game would construct the structure for you, assuming that 300 00:18:25,400 --> 00:18:28,199 Speaker 1: you had the raw materials necessary to build whatever it 301 00:18:28,280 --> 00:18:31,520 Speaker 1: was you wanted to build. You meanwhile, could run along 302 00:18:31,640 --> 00:18:35,040 Speaker 1: and you could build the next section, or shoot enemy 303 00:18:35,080 --> 00:18:38,280 Speaker 1: players or actually, at that time, it wasn't even enemy players. 304 00:18:38,280 --> 00:18:41,359 Speaker 1: It was uh enemy AI because it was a p 305 00:18:41,600 --> 00:18:45,800 Speaker 1: v or player versus environment game, so players could spend 306 00:18:46,200 --> 00:18:49,240 Speaker 1: less time building individual components like a section of a 307 00:18:49,280 --> 00:18:52,920 Speaker 1: floor or a wall, and they could build entire bases 308 00:18:53,119 --> 00:18:56,960 Speaker 1: very quickly, like within a minute or so. Those environments 309 00:18:56,960 --> 00:19:01,119 Speaker 1: were also destructible. The pre existing and vironments were destructible. 310 00:19:01,240 --> 00:19:05,280 Speaker 1: The stuff that players built were destructible, So anything that 311 00:19:05,560 --> 00:19:08,400 Speaker 1: you saw in the game, you could, in theory breakdown 312 00:19:08,640 --> 00:19:12,280 Speaker 1: or it could be destroyed by the enemy forces attacking you. 313 00:19:13,320 --> 00:19:16,680 Speaker 1: Players would harvest resources from structures, so you could run 314 00:19:16,760 --> 00:19:18,840 Speaker 1: up to a house and just start whacking at it 315 00:19:18,880 --> 00:19:21,879 Speaker 1: with like a pick axe and start taking materials. That way, 316 00:19:22,320 --> 00:19:24,960 Speaker 1: enemies can knock structures down, and that Bick needed a 317 00:19:24,960 --> 00:19:27,040 Speaker 1: lot of talent to work on the game to create 318 00:19:27,080 --> 00:19:31,240 Speaker 1: all the structures and elements in those destructible environments. So 319 00:19:31,560 --> 00:19:34,240 Speaker 1: if you thought, well, we're gonna have a house here, 320 00:19:34,760 --> 00:19:41,800 Speaker 1: what sort of stuff goes in the house? Bookshelves, couches, television's, radios, microwaves, refrigerators, stoves, 321 00:19:42,200 --> 00:19:44,280 Speaker 1: all these sort of things were assets that had to 322 00:19:44,280 --> 00:19:47,159 Speaker 1: be built in the game, so they started hiring people 323 00:19:47,280 --> 00:19:51,040 Speaker 1: to build those assets. As this was happening, the designers 324 00:19:51,080 --> 00:19:53,760 Speaker 1: began to shape the game to make it more cartoonish 325 00:19:54,040 --> 00:19:57,720 Speaker 1: and the Fortnite aesthetic began to emerge. Designers began to 326 00:19:57,760 --> 00:20:00,200 Speaker 1: create progression strategies for tools in the game game and 327 00:20:00,240 --> 00:20:03,960 Speaker 1: incorporated more science fiction elements into the design, and the 328 00:20:04,000 --> 00:20:07,760 Speaker 1: general philosophy was that no idea would be outright denied, 329 00:20:08,200 --> 00:20:11,520 Speaker 1: but the team would deliberate on which elements should receive 330 00:20:11,560 --> 00:20:15,000 Speaker 1: attention first, and the plan was to continue this process 331 00:20:15,080 --> 00:20:18,520 Speaker 1: once the game hit release, it would get updates for 332 00:20:18,640 --> 00:20:21,320 Speaker 1: as long as people were playing the game. The developers 333 00:20:21,359 --> 00:20:24,719 Speaker 1: would listen to the community of players, and the community 334 00:20:25,000 --> 00:20:28,720 Speaker 1: would tell the developers which elements they should focus on next, 335 00:20:29,440 --> 00:20:32,359 Speaker 1: and they would provide more content. That was the plan 336 00:20:32,960 --> 00:20:35,760 Speaker 1: well from the earlier stages of development. The plan was 337 00:20:35,800 --> 00:20:39,040 Speaker 1: to make the game an ongoing projects, so this was 338 00:20:39,080 --> 00:20:41,480 Speaker 1: not something new. This was something they had thought about 339 00:20:41,560 --> 00:20:44,520 Speaker 1: for a while. In fact, there were announcements that Cliffy 340 00:20:44,560 --> 00:20:47,120 Speaker 1: b had made before he left the company about how 341 00:20:47,240 --> 00:20:49,600 Speaker 1: the company was going to act as kind of like 342 00:20:49,680 --> 00:20:52,680 Speaker 1: a dungeon master or game master for role playing game. 343 00:20:53,119 --> 00:20:57,280 Speaker 1: They would create new scenarios, tools, monsters, challenges, that kind 344 00:20:57,280 --> 00:21:00,080 Speaker 1: of stuff for the community. All that was decided on 345 00:21:00,119 --> 00:21:02,600 Speaker 1: while the game was still being made. The Epic team 346 00:21:02,600 --> 00:21:06,320 Speaker 1: in North Carolina was in charge of the project, but 347 00:21:06,440 --> 00:21:10,119 Speaker 1: they also worked with satellite offices in Seattle and Poland 348 00:21:10,200 --> 00:21:12,879 Speaker 1: to bring it all together. I watched a great video 349 00:21:13,080 --> 00:21:16,359 Speaker 1: from Game Informer that published in April two thousand fourteen, 350 00:21:16,400 --> 00:21:19,119 Speaker 1: it's available on YouTube, so if you go and search 351 00:21:19,160 --> 00:21:22,040 Speaker 1: for Fortnite and Game Informer, you should be able to 352 00:21:22,119 --> 00:21:24,560 Speaker 1: pull that video up. And they mentioned that the game 353 00:21:24,560 --> 00:21:28,040 Speaker 1: development team around that time was around hundred ten people. 354 00:21:28,600 --> 00:21:32,719 Speaker 1: The video of gameplay in that interview literally polished. This 355 00:21:32,800 --> 00:21:36,439 Speaker 1: was two thousand fourteen. Interestingly, the game wouldn't actually launch 356 00:21:36,640 --> 00:21:40,800 Speaker 1: for three more years. Epic held a closed alpha test 357 00:21:40,840 --> 00:21:44,040 Speaker 1: of the game on December one, two thousand fourteen. Only 358 00:21:44,080 --> 00:21:47,160 Speaker 1: a few thousand people could participate, and it was meant 359 00:21:47,160 --> 00:21:50,040 Speaker 1: to give Epic feedback on how gamers played the game 360 00:21:50,520 --> 00:21:53,040 Speaker 1: that they had designed and what they might have to 361 00:21:53,280 --> 00:21:56,880 Speaker 1: fix or tweak based upon actual people playing the game. 362 00:21:57,359 --> 00:22:00,520 Speaker 1: A second closed alpha test followed in March two thousand fifteen, 363 00:22:01,040 --> 00:22:03,040 Speaker 1: and the plan then was to open up a beta 364 00:22:03,080 --> 00:22:05,199 Speaker 1: test in the fall, but instead Epic chose to go 365 00:22:05,280 --> 00:22:08,240 Speaker 1: with a closed beta, meaning it was invitation only. They 366 00:22:08,280 --> 00:22:12,840 Speaker 1: limited the participation to around fifty thousand players. It wasn't 367 00:22:12,960 --> 00:22:17,160 Speaker 1: until July two thousand seventeen that gamers at large finally 368 00:22:17,280 --> 00:22:20,800 Speaker 1: got their hands on Fortnite. Even then, the game was 369 00:22:20,840 --> 00:22:24,879 Speaker 1: released in early access, and it wasn't the version of 370 00:22:24,960 --> 00:22:28,960 Speaker 1: Fortnite that everyone tends to talk about today. I'll explain 371 00:22:28,960 --> 00:22:31,200 Speaker 1: more in just a moment, but first let's take another 372 00:22:31,280 --> 00:22:41,840 Speaker 1: quick break to thank our sponsor. So why did it 373 00:22:41,880 --> 00:22:45,439 Speaker 1: take so long for Fortnite to launch? If that documentary 374 00:22:45,480 --> 00:22:48,800 Speaker 1: back in two thousand fourteen showed gameplay that looks almost 375 00:22:48,800 --> 00:22:52,200 Speaker 1: identical to what the game is today, what was taking 376 00:22:52,240 --> 00:22:54,560 Speaker 1: so long? Well, part of it was that Epic was 377 00:22:54,600 --> 00:22:58,560 Speaker 1: developing the game as a service. The original plan was 378 00:22:58,600 --> 00:23:01,800 Speaker 1: to release Fortnite as a free to play game and 379 00:23:01,840 --> 00:23:04,959 Speaker 1: then include content that players could only access if they 380 00:23:05,000 --> 00:23:08,440 Speaker 1: paid for it, so you would have in game purchases. 381 00:23:08,800 --> 00:23:10,520 Speaker 1: You would be able to play the game for free, 382 00:23:10,800 --> 00:23:12,840 Speaker 1: but if you want some of the bells and whistles, 383 00:23:13,000 --> 00:23:15,000 Speaker 1: you would have to cough up dough in order to 384 00:23:15,040 --> 00:23:19,680 Speaker 1: get it. Also, Epic began work on another title around 385 00:23:19,720 --> 00:23:23,000 Speaker 1: that same time called Paragon, and the two games were 386 00:23:23,040 --> 00:23:27,199 Speaker 1: competing for in company talent and time and resources, so 387 00:23:27,280 --> 00:23:30,920 Speaker 1: when the game did release in early access, it required 388 00:23:30,960 --> 00:23:34,480 Speaker 1: would be gamers to pay for that privilege. By the way, 389 00:23:34,720 --> 00:23:38,240 Speaker 1: Paragon would end up being released first, and then Epic 390 00:23:38,240 --> 00:23:42,160 Speaker 1: would focus on Fortnite, and then eventually Epic would shut 391 00:23:42,200 --> 00:23:47,360 Speaker 1: down Paragon. It was a project that did not did 392 00:23:47,359 --> 00:23:49,840 Speaker 1: not meet the success that the company had hoped for, 393 00:23:50,560 --> 00:23:54,359 Speaker 1: so the early access version of Fortnite was called Save 394 00:23:54,480 --> 00:23:58,200 Speaker 1: the World. This was pretty much what the original concept 395 00:23:58,240 --> 00:24:02,240 Speaker 1: had been years earlier. Players would gather resources and use 396 00:24:02,320 --> 00:24:05,320 Speaker 1: those resources to build forts and then defend those forts 397 00:24:05,359 --> 00:24:09,200 Speaker 1: against zombies. The company said it intended to offer Save 398 00:24:09,240 --> 00:24:12,440 Speaker 1: the World up as a free to play game sometime 399 00:24:12,560 --> 00:24:16,600 Speaker 1: in two thousand eighteen. This was in two thousand seventeen. 400 00:24:17,000 --> 00:24:20,159 Speaker 1: Skip ahead now it's early two thousand nineteen as I 401 00:24:20,200 --> 00:24:23,520 Speaker 1: record this, and it still has not happened. The basic 402 00:24:23,680 --> 00:24:27,840 Speaker 1: version of Fortnite that player versus environment, Save the World 403 00:24:28,000 --> 00:24:33,200 Speaker 1: version is thirty nine dollars cents for the standard version. 404 00:24:33,240 --> 00:24:36,520 Speaker 1: The Deluxe edition, which contains more character models and weapons 405 00:24:36,520 --> 00:24:39,440 Speaker 1: plus some other stuff, is fifty nine dollars and ninety 406 00:24:39,480 --> 00:24:42,080 Speaker 1: nine cents. So one of the things Epic Games has 407 00:24:42,119 --> 00:24:44,439 Speaker 1: done has create a lot of different character models, a 408 00:24:44,440 --> 00:24:48,840 Speaker 1: lot of different weapons, a lot of different emotes. U uh, 409 00:24:48,920 --> 00:24:53,520 Speaker 1: these various elements that allow you to customize your character 410 00:24:53,680 --> 00:24:56,720 Speaker 1: to some extent, to a great extent, but it's almost 411 00:24:56,800 --> 00:24:59,520 Speaker 1: like baseball cards. You have to collect them in order 412 00:24:59,560 --> 00:25:02,320 Speaker 1: to be able to use them. But a different version 413 00:25:02,400 --> 00:25:06,720 Speaker 1: of Fortnite did launch as free to play, and it's 414 00:25:06,920 --> 00:25:09,640 Speaker 1: this version that really captured the attention of a lot 415 00:25:09,680 --> 00:25:14,639 Speaker 1: of gamers. This is the famous Battle Royal mode, which 416 00:25:14,720 --> 00:25:18,480 Speaker 1: Epic released in September two thousand seventeen, just a few 417 00:25:18,560 --> 00:25:23,000 Speaker 1: months after Save the World entered early access. Now, if 418 00:25:23,000 --> 00:25:27,000 Speaker 1: you're not familiar with Battle Royal or Battle Royal, if 419 00:25:27,000 --> 00:25:31,960 Speaker 1: you prefer style games, i'll summarize. The name comes from 420 00:25:32,000 --> 00:25:35,760 Speaker 1: a Japanese film called Battle Royal, in which a class 421 00:25:35,840 --> 00:25:39,239 Speaker 1: of students is transported to an island and then they 422 00:25:39,240 --> 00:25:42,920 Speaker 1: are forced to fight to a last man standing competition. 423 00:25:43,480 --> 00:25:47,160 Speaker 1: The administrator for the competition designates certain areas on that 424 00:25:47,240 --> 00:25:50,959 Speaker 1: island as being safe zones save zones, just meaning that 425 00:25:51,000 --> 00:25:54,760 Speaker 1: you wouldn't automatically be killed if you were there, and 426 00:25:54,840 --> 00:25:58,640 Speaker 1: other areas on the island go to becoming off limits, 427 00:25:58,880 --> 00:26:01,720 Speaker 1: and if you are there when it goes off limits, 428 00:26:02,080 --> 00:26:05,080 Speaker 1: they're automatically killed off. Now, if this sounds a lot 429 00:26:05,200 --> 00:26:09,320 Speaker 1: like another story called Hunger Games, well it's no big 430 00:26:09,359 --> 00:26:12,600 Speaker 1: surprise Hunger Games that that those books came out after 431 00:26:12,640 --> 00:26:15,440 Speaker 1: Battle Royal had had come out, and they both cover 432 00:26:15,600 --> 00:26:22,240 Speaker 1: very similar territory. One Brendan Green, a video game player 433 00:26:22,320 --> 00:26:26,840 Speaker 1: and mod maker who uses the handle player Unknown, oversaw 434 00:26:26,960 --> 00:26:31,280 Speaker 1: a new game called Player Unknowns Battlegrounds, sometimes known as 435 00:26:31,320 --> 00:26:34,320 Speaker 1: pub G. This game was based off of some mods 436 00:26:34,359 --> 00:26:38,439 Speaker 1: that Green had created for other games, and these mods 437 00:26:38,520 --> 00:26:42,359 Speaker 1: all made a battle Royal started game mode for for 438 00:26:42,400 --> 00:26:46,520 Speaker 1: these various games it created it, the games didn't natively 439 00:26:46,600 --> 00:26:50,600 Speaker 1: support it, so Brendan Green built mods that allowed it 440 00:26:50,640 --> 00:26:54,160 Speaker 1: to happen. And typically the way it works is that 441 00:26:54,200 --> 00:26:57,080 Speaker 1: you have a map, and you have group of players 442 00:26:57,480 --> 00:27:00,760 Speaker 1: who are all competing against each other. I they're solo 443 00:27:01,000 --> 00:27:04,399 Speaker 1: or in teams, and they're all in different parts of 444 00:27:04,400 --> 00:27:07,399 Speaker 1: the map, and a section of that map, typically designated 445 00:27:07,400 --> 00:27:10,879 Speaker 1: by a circle, is the safe zone. Being outside the 446 00:27:10,920 --> 00:27:14,080 Speaker 1: safe zone means you start taking damage a certain amount 447 00:27:14,080 --> 00:27:17,840 Speaker 1: of damage per unit of time, and the goal is 448 00:27:17,880 --> 00:27:19,720 Speaker 1: to be the last player alive at the end of 449 00:27:19,760 --> 00:27:25,240 Speaker 1: the match. The game became enormously popular very quickly, despite 450 00:27:25,600 --> 00:27:29,680 Speaker 1: the performance issues and bugs. People famously talked about how 451 00:27:30,080 --> 00:27:35,440 Speaker 1: they would have the most incredible beast of a video 452 00:27:35,480 --> 00:27:39,120 Speaker 1: game rig and still struggled to run pub G at 453 00:27:39,240 --> 00:27:43,560 Speaker 1: at its highest settings. Now Epic must have been paying 454 00:27:43,640 --> 00:27:47,760 Speaker 1: really close attention to how popular pub G was becoming 455 00:27:47,920 --> 00:27:49,800 Speaker 1: because this was right around the same time that they 456 00:27:49,800 --> 00:27:54,520 Speaker 1: were releasing the Save the World version of Fortnite, and 457 00:27:54,600 --> 00:27:57,879 Speaker 1: so they launched their own Battle Royal mode in September 458 00:27:57,880 --> 00:28:02,760 Speaker 1: two seventeen, and it closely resembled pub G's approach. It's 459 00:28:02,800 --> 00:28:05,320 Speaker 1: incredibly similar. In fact, it was similar enough that it 460 00:28:05,359 --> 00:28:09,159 Speaker 1: prompted Cheong Han Kim, who was a games developer and 461 00:28:09,200 --> 00:28:12,359 Speaker 1: a businessman who had become the CEO of the pub 462 00:28:12,400 --> 00:28:17,160 Speaker 1: G corporation, to criticize Epic Games and to threaten legal action, 463 00:28:17,600 --> 00:28:21,280 Speaker 1: and in January two eighteen, pub G filed a lawsuit 464 00:28:21,320 --> 00:28:25,200 Speaker 1: against Epic Games and then dropped it six months later, 465 00:28:25,640 --> 00:28:29,920 Speaker 1: and they didn't really comment on why they dropped the case. Now. 466 00:28:29,960 --> 00:28:32,800 Speaker 1: One reason Kim might have been worried about Fortnite is 467 00:28:32,840 --> 00:28:35,960 Speaker 1: that pub G relies upon the Unreal Engine for its 468 00:28:36,000 --> 00:28:39,440 Speaker 1: games engine, so pub G developers sometimes have to work 469 00:28:39,440 --> 00:28:42,880 Speaker 1: with Epic support to implement new features for the pub 470 00:28:42,920 --> 00:28:46,360 Speaker 1: G game. So the worry was that Epic might find 471 00:28:46,440 --> 00:28:50,320 Speaker 1: out about pub G's plans for upcoming features, and then 472 00:28:50,320 --> 00:28:54,640 Speaker 1: Epic could rush to implement similar features into Fortnite and 473 00:28:54,680 --> 00:28:58,800 Speaker 1: released them before pub G could do it. Undercutting the competition. 474 00:28:59,800 --> 00:29:02,880 Speaker 1: It didn't take very long for Fortnite to catch up 475 00:29:02,960 --> 00:29:06,560 Speaker 1: to pub G and then to pass it in popularity. 476 00:29:06,840 --> 00:29:08,680 Speaker 1: The fact that it was a free to play game 477 00:29:08,840 --> 00:29:11,840 Speaker 1: gave it a big boost. Because pub G is not 478 00:29:12,000 --> 00:29:14,360 Speaker 1: free to play. If you want to play pub G, 479 00:29:14,520 --> 00:29:16,600 Speaker 1: you have to go and purchase the game, just like 480 00:29:16,640 --> 00:29:18,800 Speaker 1: you would for a normal video game or any other 481 00:29:19,200 --> 00:29:22,960 Speaker 1: most other video games. Fortnite, however, is different. You can 482 00:29:23,040 --> 00:29:27,400 Speaker 1: download the Fortnite Battle Royal game for free and start 483 00:29:27,440 --> 00:29:32,280 Speaker 1: playing right away, but if you want certain in game items, 484 00:29:32,760 --> 00:29:37,000 Speaker 1: certain weapons, skins, characters, emotes, if you want to get 485 00:29:37,040 --> 00:29:40,160 Speaker 1: a very specific dance, then you have to pay extra. 486 00:29:40,280 --> 00:29:43,000 Speaker 1: You have to do that those in game purchases, and 487 00:29:43,120 --> 00:29:46,600 Speaker 1: lots of people were doing that. Not only that, but 488 00:29:46,800 --> 00:29:49,920 Speaker 1: Fortnite became one of the most popular games to watch 489 00:29:50,120 --> 00:29:54,920 Speaker 1: someone else play, primarily through these streaming service Twitch players 490 00:29:54,920 --> 00:29:58,840 Speaker 1: with handles like Tofu t f U E and Ninja 491 00:29:59,200 --> 00:30:02,280 Speaker 1: rack up mill millions of viewer hours on the streaming 492 00:30:02,320 --> 00:30:06,640 Speaker 1: service as they play games, and that elevated Fortnite's profile further. 493 00:30:07,040 --> 00:30:10,120 Speaker 1: It also helped that Epic would open up Fortnite so 494 00:30:10,160 --> 00:30:12,960 Speaker 1: that would play on other platforms Originally it was to 495 00:30:13,040 --> 00:30:16,200 Speaker 1: be PC only, but then it went Mac and PC 496 00:30:17,000 --> 00:30:20,840 Speaker 1: and now it's also available for consoles and mobile devices. 497 00:30:21,280 --> 00:30:24,280 Speaker 1: And to be clear, pub G didn't invent Battle Royal. 498 00:30:24,760 --> 00:30:28,400 Speaker 1: I don't want to make the claim that pub G 499 00:30:28,680 --> 00:30:33,479 Speaker 1: created this game mode and Fortnite stole it, and the 500 00:30:33,520 --> 00:30:36,360 Speaker 1: Battle Royal version and pub G and the Battle Royal 501 00:30:36,440 --> 00:30:41,040 Speaker 1: version in Fortnite don't exactly play the same way, not 502 00:30:41,040 --> 00:30:45,120 Speaker 1: not entirely. Fortnite is cartoonish, the physics are not nearly 503 00:30:45,240 --> 00:30:50,000 Speaker 1: as realistic. It's a faster paced gameplay, this little swimmier 504 00:30:50,440 --> 00:30:54,200 Speaker 1: than pub G is. And the fact that you can 505 00:30:54,280 --> 00:30:58,080 Speaker 1: build stuff in Fortnite, you can construct barriers and ramps, 506 00:30:58,160 --> 00:31:01,560 Speaker 1: and you can get over mountains this way. You can't 507 00:31:01,560 --> 00:31:04,040 Speaker 1: do that in pub G. It creates a totally different 508 00:31:04,360 --> 00:31:08,240 Speaker 1: gameplay experience than you would find in pub G or 509 00:31:08,280 --> 00:31:11,760 Speaker 1: other Battle Royal games. So there are elements to Fortnite 510 00:31:11,880 --> 00:31:14,800 Speaker 1: that really said it of heart. So lots of other 511 00:31:14,840 --> 00:31:18,040 Speaker 1: games have also got similar Battle Royal modes, including the 512 00:31:18,080 --> 00:31:21,080 Speaker 1: most recent Call of duty game Black Ops four with Blackout. 513 00:31:21,680 --> 00:31:25,400 Speaker 1: So I don't want to suggest that you know pub 514 00:31:25,440 --> 00:31:29,440 Speaker 1: G has a an exclusive right to the Battle Royal 515 00:31:29,480 --> 00:31:33,600 Speaker 1: game Mode, but that people were criticizing Epic Games, saying, 516 00:31:34,280 --> 00:31:36,800 Speaker 1: it looks to me like the game that you had 517 00:31:36,840 --> 00:31:39,520 Speaker 1: promised for years and years and years wasn't doing as 518 00:31:39,560 --> 00:31:42,040 Speaker 1: well as you wanted, so then you copied a game 519 00:31:42,080 --> 00:31:44,520 Speaker 1: that was doing really well, and that's how you were 520 00:31:44,560 --> 00:31:47,680 Speaker 1: able to turn it into a success. Whether that's true 521 00:31:47,800 --> 00:31:51,000 Speaker 1: or not, you do have to admit that Fortnite is 522 00:31:51,040 --> 00:31:56,760 Speaker 1: an enormous success. Also, the lawsuit between pub G and 523 00:31:56,840 --> 00:32:00,280 Speaker 1: Epic Games, that's not the only legal headache that Epic 524 00:32:00,320 --> 00:32:03,480 Speaker 1: has had to endure thanks to this runaway success of Fortnite. 525 00:32:03,920 --> 00:32:05,959 Speaker 1: One of those things that you can purchase in the 526 00:32:06,000 --> 00:32:09,600 Speaker 1: game would be an emote or an action that you 527 00:32:09,680 --> 00:32:13,480 Speaker 1: can choose your character to make based upon a keystroke. 528 00:32:14,280 --> 00:32:17,880 Speaker 1: So you might have emotes that are like a particular pose. 529 00:32:18,560 --> 00:32:21,480 Speaker 1: But in Fortnite, the emotes that are really famous are 530 00:32:21,560 --> 00:32:26,680 Speaker 1: the various dances. Epic has created animations of numerous dances, 531 00:32:26,720 --> 00:32:30,560 Speaker 1: some of which were already famous memes, and therein lies 532 00:32:30,600 --> 00:32:34,240 Speaker 1: the problem, well, one of the problems. The other problem 533 00:32:34,320 --> 00:32:37,200 Speaker 1: is that there's some really litigious folks out there who 534 00:32:37,240 --> 00:32:40,840 Speaker 1: are hoping for a meal ticket, I think, but there's 535 00:32:40,840 --> 00:32:43,480 Speaker 1: fault on all sides, I would argue. So one of 536 00:32:43,480 --> 00:32:46,120 Speaker 1: the dances you can purchase, at least at one time, 537 00:32:46,320 --> 00:32:49,640 Speaker 1: was called Fresh, which was a nod to the source 538 00:32:49,880 --> 00:32:52,960 Speaker 1: of this dance, the television show Fresh Prince of bel Air. 539 00:32:53,400 --> 00:32:56,840 Speaker 1: In that show, Alfonso Ribero, who played the character at Carlton, 540 00:32:57,000 --> 00:33:00,960 Speaker 1: did an iconic dance to Tom Jones's song It's not Unusual. 541 00:33:01,920 --> 00:33:05,760 Speaker 1: Fortnite didn't lift the song, but it did lift the dance, 542 00:33:06,120 --> 00:33:09,600 Speaker 1: and Alfonso has filed a lawsuit against the company, claiming 543 00:33:09,600 --> 00:33:13,400 Speaker 1: they're capitalizing on his celebrity and didn't give him any 544 00:33:13,440 --> 00:33:18,160 Speaker 1: credit or compensation. Actor Donald Fazan pointed to another instance 545 00:33:18,240 --> 00:33:21,120 Speaker 1: in which Epic Games had included animation that copied a 546 00:33:21,280 --> 00:33:25,880 Speaker 1: dance he did in the television series Scrubs Terrence to Millie. 547 00:33:25,920 --> 00:33:28,840 Speaker 1: Ferguson filed a lawsuit against Epic Games for using his 548 00:33:29,000 --> 00:33:33,040 Speaker 1: Millie Rock dance. Anita Red, acting on behalf of Russell 549 00:33:33,360 --> 00:33:37,000 Speaker 1: Backpack Kid Horning, filed a lawsuit because of the game 550 00:33:37,120 --> 00:33:41,760 Speaker 1: using the floss dancing move, which Horning had made famous. 551 00:33:41,800 --> 00:33:44,680 Speaker 1: In an airing of Saturday Night Live, Katy Perry was 552 00:33:44,960 --> 00:33:48,280 Speaker 1: playing a song and she threw a whole lot of 553 00:33:48,320 --> 00:33:51,880 Speaker 1: focus towards Horning, who then did the Flaws dance. It 554 00:33:52,000 --> 00:33:55,120 Speaker 1: went totally viral and became a huge meme of itself. 555 00:33:56,040 --> 00:33:59,200 Speaker 1: But here's the thing, he didn't invent that dance. You 556 00:33:59,240 --> 00:34:01,160 Speaker 1: can just do a quick search on YouTube and you 557 00:34:01,160 --> 00:34:04,920 Speaker 1: will find there are lots of videos that well pre 558 00:34:05,080 --> 00:34:08,200 Speaker 1: date that Saturday Night Live performance, one going all the 559 00:34:08,239 --> 00:34:12,040 Speaker 1: way back to two thousand ten of people doing that dance. 560 00:34:12,320 --> 00:34:16,000 Speaker 1: So my guess is that particular lawsuit won't go very 561 00:34:16,000 --> 00:34:19,799 Speaker 1: far ultimately once they're able to show that this kid 562 00:34:19,840 --> 00:34:23,480 Speaker 1: didn't create that dance, and that while that that particular 563 00:34:23,520 --> 00:34:27,680 Speaker 1: Saturday Night Live episode might have elevated everyone's awareness of 564 00:34:27,880 --> 00:34:32,920 Speaker 1: the philosophy, it's not like that kid has any claim 565 00:34:33,000 --> 00:34:36,600 Speaker 1: to ownership of the dance. The cases, however, bring up 566 00:34:36,600 --> 00:34:41,040 Speaker 1: a question can a dance be copyrighted? Can you copyright 567 00:34:41,440 --> 00:34:45,440 Speaker 1: dance moves? As of the recording of this podcast, that 568 00:34:45,520 --> 00:34:48,560 Speaker 1: remains a pretty unanswered question. And also there are a 569 00:34:48,680 --> 00:34:51,960 Speaker 1: lot of people point out that there's a long history 570 00:34:52,000 --> 00:34:56,880 Speaker 1: of of various artists doing dances and making them famous 571 00:34:56,920 --> 00:35:01,680 Speaker 1: and and profiting from them without having a actually invented them. 572 00:35:01,800 --> 00:35:07,640 Speaker 1: Beyonce has lifted lots of dances from from films. Michael 573 00:35:07,719 --> 00:35:11,000 Speaker 1: Jackson did not invent the moonwalk, but he sure did 574 00:35:11,160 --> 00:35:14,680 Speaker 1: make it famous, So I'm not sure that this particular 575 00:35:14,760 --> 00:35:17,799 Speaker 1: argument will go much further. However, it has led to 576 00:35:17,880 --> 00:35:22,720 Speaker 1: a lot of people criticizing Epic Games in Fortnite for 577 00:35:23,080 --> 00:35:28,720 Speaker 1: taking content or taking performances and not crediting the people 578 00:35:28,760 --> 00:35:34,000 Speaker 1: who originally made those performances famous. So let's sum up Fortnite. 579 00:35:34,320 --> 00:35:37,800 Speaker 1: It's a video game that was conceived in and shown 580 00:35:37,800 --> 00:35:41,840 Speaker 1: off way too early. Epic Games has admitted they talked 581 00:35:41,840 --> 00:35:45,880 Speaker 1: about this game far too early in the in the process, 582 00:35:46,480 --> 00:35:48,920 Speaker 1: it didn't go into a closed alpha until two thousand 583 00:35:48,920 --> 00:35:53,440 Speaker 1: and fourteen, transition to a closed beta in and stayed 584 00:35:53,480 --> 00:35:56,600 Speaker 1: that way until going into early access as a player 585 00:35:56,719 --> 00:36:01,280 Speaker 1: versus environment survival game in they you'd have to actually purchase. 586 00:36:01,880 --> 00:36:04,120 Speaker 1: Later that year, a new variant that was free to 587 00:36:04,200 --> 00:36:08,080 Speaker 1: play and one that closely resembled another game came out, 588 00:36:08,200 --> 00:36:12,160 Speaker 1: propelled the entire title into the spotlight, and now it 589 00:36:12,480 --> 00:36:17,240 Speaker 1: is a true phenomenon. The Fortnite Tracker network currently tracks 590 00:36:17,239 --> 00:36:20,360 Speaker 1: more than fifty seven million, five hundred thousand players of 591 00:36:20,440 --> 00:36:24,480 Speaker 1: the game. Some estimates for the total number of players 592 00:36:24,680 --> 00:36:29,040 Speaker 1: across all platforms runs as high as eighty million. Now, 593 00:36:29,040 --> 00:36:33,359 Speaker 1: Epic uses its own game launcher on the PC rather 594 00:36:33,400 --> 00:36:37,320 Speaker 1: than going through valves Steam Service, which does allow for tracking. 595 00:36:37,880 --> 00:36:40,960 Speaker 1: That means Epic doesn't have to share revenue with Valve 596 00:36:41,120 --> 00:36:44,280 Speaker 1: because they're not selling their game or using valves Steam 597 00:36:44,320 --> 00:36:47,680 Speaker 1: Service for that purpose. And the popularity of Fortnite has 598 00:36:47,719 --> 00:36:51,360 Speaker 1: allowed Epic to launch its own video game store to 599 00:36:51,600 --> 00:36:55,120 Speaker 1: rival Steam, and Epic is offering up incentives like a 600 00:36:55,160 --> 00:36:59,280 Speaker 1: lower revenue cut than what Valve demands for featuring games 601 00:36:59,280 --> 00:37:02,840 Speaker 1: in its store, and it's also offering up other incentives, 602 00:37:02,880 --> 00:37:06,800 Speaker 1: so if a developer uses epics Unreal Engine, they get 603 00:37:06,880 --> 00:37:11,879 Speaker 1: more bonuses for listing their game in Epics game Store. Now, 604 00:37:11,920 --> 00:37:15,280 Speaker 1: some gamers might complain that Fortnite isn't a quote unquote 605 00:37:15,400 --> 00:37:19,040 Speaker 1: serious game, or maybe that it lifts too many features 606 00:37:19,040 --> 00:37:23,040 Speaker 1: from other sources without credit, or that they aren't playing 607 00:37:23,160 --> 00:37:26,680 Speaker 1: in Steam, and because Steam is the established video game 608 00:37:26,760 --> 00:37:29,759 Speaker 1: store that irritates people personally. I think that competition is 609 00:37:29,760 --> 00:37:32,880 Speaker 1: always a good thing, but there's no denying that the 610 00:37:32,920 --> 00:37:37,040 Speaker 1: game has become an enormously powerful force in pop culture 611 00:37:37,080 --> 00:37:41,320 Speaker 1: in general and gaming in particular. As the company's name attests, 612 00:37:41,920 --> 00:37:46,200 Speaker 1: it is truly Epic. At some point in twenty nineteen, 613 00:37:46,280 --> 00:37:48,800 Speaker 1: the save the World mode is supposed to go into 614 00:37:48,840 --> 00:37:51,879 Speaker 1: free to play mode. At that point, Epic will rely 615 00:37:52,320 --> 00:37:55,920 Speaker 1: entirely on in game purchases to generate revenue from Fortnite, 616 00:37:56,320 --> 00:37:59,239 Speaker 1: But the game has already paid off in large amounts, 617 00:37:59,320 --> 00:38:02,360 Speaker 1: and if Epic Game Store is successful, it will likely 618 00:38:02,360 --> 00:38:05,000 Speaker 1: go down as one of the biggest wins in video 619 00:38:05,080 --> 00:38:10,080 Speaker 1: game history. That's something worth dancing about. Well. That wraps 620 00:38:10,160 --> 00:38:14,319 Speaker 1: up this look at Epic Games is Fortnite and the 621 00:38:14,320 --> 00:38:18,400 Speaker 1: phenomenon it has created. If you guys are Fortnite players, 622 00:38:18,480 --> 00:38:21,759 Speaker 1: or you have any specific thoughts on the subject, or 623 00:38:21,800 --> 00:38:23,960 Speaker 1: maybe you have a suggestion for a future episode of 624 00:38:24,000 --> 00:38:26,239 Speaker 1: tech Stuff, get in touch with me. Send me an 625 00:38:26,280 --> 00:38:30,960 Speaker 1: email the addresses tech Stuff at how stuff works dot com, 626 00:38:31,080 --> 00:38:33,960 Speaker 1: or go to tech Stuff podcast dot com. You can 627 00:38:33,960 --> 00:38:36,520 Speaker 1: find the archive of our older shows there and other 628 00:38:36,560 --> 00:38:38,360 Speaker 1: ways to get in touch with me on social media. 629 00:38:38,600 --> 00:38:41,239 Speaker 1: Don't forget to pop on over to our merchandise store 630 00:38:41,280 --> 00:38:44,320 Speaker 1: that's over at t public dot com slash tech Stuff. 631 00:38:44,520 --> 00:38:46,480 Speaker 1: Every purchase you make goes to help the show, and 632 00:38:46,520 --> 00:38:49,600 Speaker 1: we greatly appreciate it, and I'll talk to you again 633 00:38:50,520 --> 00:38:58,640 Speaker 1: really soon for more on this and thousands of other topics, 634 00:38:58,680 --> 00:39:04,560 Speaker 1: because it how stuff works at home, wh